Gukahn Posted October 24, 2022 Posted October 24, 2022 32 minutes ago, razzor69 said: Awesome to see your progress for the next update, also i have several new monsters from Vicn Vigilant mod, he has alot of new stuff here that can be on your pack Hide contents Is it possible to jizz out a Rainbow? I think i just did ? I love him.. Holy fuck
Guest Posted October 25, 2022 Posted October 25, 2022 14 hours ago, razzor69 said: Awesome to see your progress for the next update, also i have several new monsters from Vicn Vigilant mod, he has alot of new stuff here that can be on your pack Reveal hidden contents These new monsters are on high quality Yeah some of them look really good. But has he opened up permissions on them?
razzor69 Posted October 25, 2022 Posted October 25, 2022 1 hour ago, Thor2000 said: Yeah some of them look really good. But has he opened up permissions on them? when i saw this Permission for Modding The files contained in the following folders can be used as Modder Resource in any Skyrim mod project not related to VIGILANT. However, the following conditions must be met. - You need to Credits VIGILANT or its author. -You are not allowed to convert this file to work on other games under any circumstances. (Guideline of Bethesda) -Your mod project can NOT be paywalled. (Guideline of Bethesda, CD Projekt Red, Fromsoftware Fan-Art) -Distribution of your mod project is limited to NexusMods or The Owl Archives. -Parts of VIGILANT's assets can NOT be used as main content in your mod project. (For Example, You can not make stand-alone armor mods or Include Armor of VIGILANT in Armor Mods. It can only be used as part of mods such as Quest Mod, Dungeon Mod, Follower Mods, etc.) Yes you cannot use his mod as stand alone mod, kinda sad that his previous older monster resource is fine.
SeveN085 Posted October 25, 2022 Posted October 25, 2022 (edited) Just a loose suggestion. Have you considered uploading a second file that only has creatures(meshes and textures)? You know, like a modding resource for people that aren't interested in whole mod and having those creatures added in the world. So whenever you would finish a new model and it would be ready to use in game, you would just update this resource pack file. This way people who are not interested in plugin wouldn't have to wait who knows how much time between full version updates in order to grab new models. Edited October 25, 2022 by SeveN085
Guest Posted October 26, 2022 Posted October 26, 2022 17 hours ago, SeveN085 said: Just a loose suggestion. Have you considered uploading a second file that only has creatures(meshes and textures)? Fair suggestion, but for someone running low on motivation, anything "extra" might just kill the little drive that's leftI'm afraid. I hate the "uploading" part and all the administrative of files related to it. Truth is that I've postponed releases earlier just because of this. So I don't want to do that.
Naps-On-Dirt Posted October 27, 2022 Posted October 27, 2022 You've kinda made Ustengrav impossible for low level characters, who are the target audience of that dungeon. That flock of spellcasters followed by a ton of undead in that big open area in right before the spider lair before the location of the horn. I could only get through with liberal use of console killing, and was lucky that the spider-dremora women count as animals and were calmed by Voice Of The Sky which I still had.
lelik1986 Posted October 28, 2022 Posted October 28, 2022 Hi, can I summon a creature through a spell?ure throuHi, can I summon a creature through a spell?gh a spell? through a spell?mon a creature through a spell?
Jambo Posted October 30, 2022 Posted October 30, 2022 Mod looks real nice. How is the stability as far as crashing goes? I've not had much luck with other mods adding lots of creatures (like SIC), so I'm wondering if this one is any more stable. I see the author is very active, too, that's a good sign.
Gukahn Posted October 30, 2022 Posted October 30, 2022 (edited) 1 hour ago, Jambo said: Mod looks real nice. How is the stability as far as crashing goes? I've not had much luck with other mods adding lots of creatures (like SIC), so I'm wondering if this one is any more stable. I see the author is very active, too, that's a good sign. Never had a crash related to Demonic, only things that don't work are a very small number of creatures and a little gender mixed up here and there. But crashes? never and it is part of my LO for ages. In that note it is far superior to Sic which gave me plenty of crashes. Edited October 30, 2022 by Gukahn 1
Gundalypse Posted October 30, 2022 Posted October 30, 2022 On 10/27/2022 at 11:14 AM, Naps-On-Dirt said: You've kinda made Ustengrav impossible for low level characters, who are the target audience of that dungeon. That flock of spellcasters followed by a ton of undead in that big open area in right before the spider lair before the location of the horn. I could only get through with liberal use of console killing, and was lucky that the spider-dremora women count as animals and were calmed by Voice Of The Sky which I still had. I would not blame it on this mod. What else do you have in your playthrough? The target audience is pretty much everyone here in this thread and then some. A lot of us play Skyrim in a very hardcore unforgiving setup. I have combat mods, companions, and toolkit type mods that help me take on large numbers and yeah, I scrape by sometimes or I get defeated and have to be punished by one of the death alternative mods I have. You need to find your own gameplay balance, tweak the enemies in xEdit if you think they are too hard, or slow your leveling. Hell, change the difficulty. Don't blame the mod author for your own game setup. 1
Guest Posted October 30, 2022 Posted October 30, 2022 On 10/27/2022 at 5:14 PM, Naps-On-Dirt said: You've kinda made Ustengrav impossible for low level characters, who are the target audience of that dungeon. That flock of spellcasters followed by a ton of undead in that big open area in right before the spider lair before the location of the horn. I could only get through with liberal use of console killing, and was lucky that the spider-dremora women count as animals and were calmed by Voice Of The Sky which I still had. Did you engage the warlords, or did they engage the skeletons in the hall first? My strategy in this place is to let the parties tear each other apart first, then I go in and support the weakest team. Usually warlords loose first to skeletons and goblins. Then I suspect the group of undead from the lower grounds are much stronger than the others and will be last standing. So I may have to make that group weaker. If you got engaged with the warlords before they engaged the skeletons, then everything will be much more difficult. I'm planning to change location of the trigger that makes the warlords start walking down to start combating the skeletons. This will make it more difficult for the PC to disrupt the Warlords in their mission for supremacy! But yes, this place is difficult now ?
Naps-On-Dirt Posted October 30, 2022 Posted October 30, 2022 3 hours ago, Thor2000 said: Did you engage the warlords, or did they engage the skeletons in the hall first? They were all gathered in the last room before going out into the big open area, so they were fully concentrating on me. I don't know if the trigger to make them walk out and down went off or not. Maybe have them start walking down as soon as that level loads?
zer02 Posted November 1, 2022 Posted November 1, 2022 I wouldn't call it a mod problem, just a nuance - the optionality of each creature when installing the mod.
Uxot Posted November 2, 2022 Posted November 2, 2022 So if i understand right it can work with sexlab since they use the vanilla monsters rig/skeleton?
LoveNothing Posted November 2, 2022 Posted November 2, 2022 (edited) 16 hours ago, Uxot said: So if i understand right it can work with sexlab since they use the vanilla monsters rig/skeleton? Yes, some creatures works with Sexlab, at least those vanillia creatures that can be put into sexlab. I haven't gotten back to modding yet again, so i forget if there are some that aren't implemented for sexlab Edited November 2, 2022 by LoveNothing
razzor69 Posted November 3, 2022 Posted November 3, 2022 On 11/2/2022 at 11:13 AM, Uxot said: So if i understand right it can work with sexlab since they use the vanilla monsters rig/skeleton? As long as they have the same rig with the current vanilla creatures with ABC support for the peepee, and not use the custom races, you can use it with SL creature anims
iduncs Posted November 3, 2022 Posted November 3, 2022 On 4/21/2021 at 6:35 AM, razzor69 said: Hey there's new minotaur by 4thunknown https://www.nexusmods.com/skyrim/mods/107460?tab=posts&BH=0 There are 2 types of these models, the first one are using human body (meh) and the brute one is using gargoyle, but damn shame the pp of it is too small, it needs bigger dong ? Very cool! Saw this in another thread too, and sorry to bother, but wondering how you got the pp on this model of minotaur? I'm having no luck. Thanks!
razzor69 Posted November 4, 2022 Posted November 4, 2022 22 hours ago, iduncs said: Very cool! Saw this in another thread too, and sorry to bother, but wondering how you got the pp on this model of minotaur? I'm having no luck. Thanks! The easy way is using the goblin mihail from Demonic pack as the example nif(you need to open it with nifscope), copy and put all the minos meshes into it delete all the goblin meshes, and thats it more like a swapping the meshes with another one 1
ADisappointment Posted November 5, 2022 Posted November 5, 2022 Good god Mega is such cancer with their download limits. Great mod by the way.
TheBitchOfSkyrim Posted November 5, 2022 Posted November 5, 2022 Heya thor. Been a while. I know you said you'd slow down on updates for a while because of well... life i guess... But any idea when we can expect the next update? Anticipation is killing me xD
Guest Posted November 6, 2022 Posted November 6, 2022 19 hours ago, TheBitchOfSkyrim said: Heya thor. Been a while. I know you said you'd slow down on updates for a while because of well... life i guess... But any idea when we can expect the next update? Anticipation is killing me xD No date I'm afraid. I open up CK do some tweaks now and then but find myself easily distracted by other things. These days it's the Paradox Stellaris game ?. It got a few updates last years that made the game significantly better. I will finish the v1.7 since I feel its needed. It will just take its time since I don't want it to become part of my chores.
vaxtang777 Posted November 6, 2022 Posted November 6, 2022 Good afternoon. Unfortunately I had to abandon the mod because of the fact that I have to turn off the group animations in defeat, and it is a loss of a huge amount of animation. I can not look at the animations when not all of the intended actors are involved or animation is not played at all and just skipped. This is critical to me. Placing monsters with different skeletons from each other doesn't work for me. I love this mod, it's pretty damn cool and thank you for your work. I hope you will sometime in the future consider placing monsters with the same skeletons to be able to properly use group animations.
Guest Posted November 7, 2022 Posted November 7, 2022 On 11/6/2022 at 10:18 AM, vaxtang777 said: I have to turn off the group animations in defeat, and it is a loss of a huge amount of animation. I can not look at the animations when not all of the intended actors are involved or animation is not played at all and just skipped. This is critical to me. Placing monsters with different skeletons from each other doesn't work for me. It bothers me a bit too, but I just turned down threesome probability. Here's a post describing the same with falmers and chauruses. Acc to this post it says its because of a limit in the sexlab framework. https://www.loverslab.com/topic/76713-billyys-slal-animations-2022-11-2/?do=findComment&comment=2058292
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